<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - materials - normal map [Lee Perry-Smith]</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				background:#000;
				color:#fff;
				padding:0;
				margin:0;
				font-weight: bold;
				overflow:hidden;
			}

			a {
				color: #ffffff;
			}

			#info {
				position: absolute;
				top: 0px; width: 100%;
				color: #ffffff;
				padding: 5px;
				font-family:Monospace;
				font-size:13px;
				text-align:center;
				z-index:1000;
			}

			#oldie {
				background:rgb(200,100,0) !important;
				color:#fff;
			}

			#vt { display:none }
			#vt, #vt a { color:orange; }
			.code { }

		</style>
	</head>

	<body>
		<div id="info">
			<a href="http://threejs.org" target="_blank">three.js</a> - webgl normalmap demo.
			<a href="http://graphics.cs.williams.edu/data/meshes.xml#14" target="_blank">Lee Perry-Smith</a> head.

			<div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)<br/>
			on Windows use <span class="code">Chrome --use-gl=desktop</span> or Firefox 4<br/>
			please star this <a href="http://code.google.com/p/chromium/issues/detail?id=52497">Chrome issue</a> to get ANGLE support
			</div>
		</div>

		<script src="../build/three.js"></script>

		<script src="js/Detector.js"></script>
		<script src="js/libs/stats.min.js"></script>

		<script src="js/shaders/BleachBypassShader.js"></script>
		<script src="js/shaders/ColorCorrectionShader.js"></script>
		<script src="js/shaders/CopyShader.js"></script>
		<script src="js/shaders/FXAAShader.js"></script>

		<script src="js/postprocessing/EffectComposer.js"></script>
		<script src="js/postprocessing/RenderPass.js"></script>
		<script src="js/postprocessing/ShaderPass.js"></script>
		<script src="js/postprocessing/MaskPass.js"></script>

		<script>

			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

			var container, stats, loader;

			var camera, scene, renderer;

			var mesh;

			var directionalLight, pointLight, ambientLight;

			var mouseX = 0;
			var mouseY = 0;

			var targetX = 0;
			var targetY = 0;

			var windowHalfX = window.innerWidth / 2;
			var windowHalfY = window.innerHeight / 2;

			var composer, effectFXAA;

			init();
			animate();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
				camera.position.z = 1200;

				scene = new THREE.Scene();

				// LIGHTS

				ambientLight = new THREE.AmbientLight( 0x444444 );
				scene.add( ambientLight );

				pointLight = new THREE.PointLight( 0xffffff, 1.25, 1000 );
				pointLight.position.set( 0, 0, 600 );

				scene.add( pointLight );

				directionalLight = new THREE.DirectionalLight( 0xffffff );
				directionalLight.position.set( 1, -0.5, -1 );
				scene.add( directionalLight );

				var textureLoader = new THREE.TextureLoader();

				var material = new THREE.MeshPhongMaterial( {
					color: 0xdddddd,
					specular: 0x222222,
					shininess: 35,
					map: textureLoader.load( "obj/leeperrysmith/Map-COL.jpg" ),
					specularMap: textureLoader.load( "obj/leeperrysmith/Map-SPEC.jpg" ),
					normalMap: textureLoader.load( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),
					normalScale: new THREE.Vector2( 0.8, 0.8 )
				} );

				loader = new THREE.JSONLoader();
				loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createScene( geometry, 100, material ) } );

				renderer = new THREE.WebGLRenderer( { antialias: false } );
				renderer.setClearColor( 0x111111 );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( renderer.domElement );

				//

				renderer.gammaInput = true;
				renderer.gammaOutput = true;

				//

				stats = new Stats();
				container.appendChild( stats.dom );


				// COMPOSER

				renderer.autoClear = false;

				var renderModel = new THREE.RenderPass( scene, camera );

				var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
				var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
				effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );

				var canvas = renderer.context.canvas;

				effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );

				effectBleach.uniforms[ 'opacity' ].value = 0.4;

				effectColor.uniforms[ 'powRGB' ].value.set( 1.4, 1.45, 1.45 );
				effectColor.uniforms[ 'mulRGB' ].value.set( 1.1, 1.1, 1.1 );

				effectColor.renderToScreen = true;

				composer = new THREE.EffectComposer( renderer );

				composer.addPass( renderModel );
				composer.addPass( effectFXAA );
				composer.addPass( effectBleach );
				composer.addPass( effectColor );

				// EVENTS

				document.addEventListener( 'mousemove', onDocumentMouseMove, false );
				window.addEventListener( 'resize', onWindowResize, false );

			}

			function createScene( geometry, scale, material ) {

				mesh = new THREE.Mesh( geometry, material );

				mesh.position.y = - 50;
				mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;

				scene.add( mesh );

			}

			//

			function onWindowResize( event ) {

				SCREEN_WIDTH = window.innerWidth;
				SCREEN_HEIGHT = window.innerHeight;

				camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
				camera.updateProjectionMatrix();

				renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
				composer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );

				effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );

			}

			function onDocumentMouseMove(event) {

				mouseX = ( event.clientX - windowHalfX );
				mouseY = ( event.clientY - windowHalfY );

			}

			//

			function animate() {

				requestAnimationFrame( animate );

				render();

				stats.update();

			}

			function render() {

				targetX = mouseX * .001;
				targetY = mouseY * .001;

				if ( mesh ) {

					mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
					mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );

				}

				composer.render();

			}

		</script>

	</body>
</html>
